//----------------------------------------------------------------------------- // // $Logfile:: /EF2/Code/DLLs/game/PlayerStart.cpp $ // $Revision:: 7 $ // $Author:: Singlis $ // $Date:: 9/26/03 2:36p $ // // Copyright (C) 1997 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // // DESCRIPTION: // Player start location entity declarations // #include "_pch_cpp.h" #include "entity.h" #include "trigger.h" #include "PlayerStart.h" /*****************************************************************************/ /*QUAKED info_player_start (0.75 0.75 0) (-16 -16 0) (16 16 96) The normal starting point for a level. "angle" - the direction the player should face "thread" - the thread that should be called when spawned at this position ******************************************************************************/ Event EV_PlayerStart_SetThread ( "thread", EV_SCRIPTONLY, "s", "thread", "Set the thread to execute when this player start is used" ); CLASS_DECLARATION( Entity, PlayerStart, "info_player_start" ) { { &EV_SetAngle, &PlayerStart::SetAngle }, { &EV_PlayerStart_SetThread, &PlayerStart::SetThread }, { NULL, NULL } }; void PlayerStart::SetAngle( Event *ev ) { angles = Vector( 0.0f, ev->GetFloat( 1 ), 0.0f ); } void PlayerStart::SetThread( Event *ev ) { thread = ev->GetString( 1 ); } str PlayerStart::getThread( void ) { return thread; } /*****************************************************************************/ /* saved out by quaked in region mode ******************************************************************************/ CLASS_DECLARATION( PlayerStart, TestPlayerStart, "testplayerstart" ) { { NULL, NULL } }; /*****************************************************************************/ /*QUAKED info_player_deathmatch (0.75 0.75 1) (-16 -16 0) (16 16 96) potential spawning position for deathmatch games "angle" - the direction the player should face "thread" - the thread that should be called when spawned at this position "spawnpoint_type" - the named type of this spawnpoint ******************************************************************************/ Event EV_PlayerDeathmatchStart_SetType ( "spawnpoint_type", EV_DEFAULT, "s", "spawnpointType", "Sets the named type of this spawnpoint" ); CLASS_DECLARATION( PlayerStart, PlayerDeathmatchStart, "info_player_deathmatch" ) { { &EV_PlayerDeathmatchStart_SetType, &PlayerDeathmatchStart::SetType }, { NULL, NULL } }; void PlayerDeathmatchStart::SetType( Event *ev ) { _type = ev->GetString( 1 ); } /*****************************************************************************/ /*QUAKED info_player_intermission (0.75 0.75 0) (-16 -16 0) (16 16 96) viewing point in between deathmatch levels ******************************************************************************/ CLASS_DECLARATION( Camera, PlayerIntermission, "info_player_intermission" ) { { NULL, NULL } }; PlayerIntermission::PlayerIntermission() { currentstate.watch.watchPath = false; }